Profession: Invocation - All elves are born with magic in their blood. It goes without saying that talent will always lie with the elves concerning magic, and this one is no different. By using a variety of spells, this unit is able to invoke the elements to do her will. (Ancestor's Magic)

Weapon: Vocal Gem - A gem that sits on a black leather choker around her neck. It glows purple and acts as a catalyst for casting spells.Armor: Shimmering Barrier - A closely tied barrier that surrounds the unit.Accessory: Fashionable Trinkets - A collection of jewelry that serves no other purpose than aesthetics.

A-Ability: Chanting

Pyra Mysteris - This unit conjures three lines of magic fire that swirl around her arm for a moment before being released into the battle. The bolts seek out the target and strike it down, burning it. 120% Int DMG. Chance of Burn. 3 cell range. Fire Elemental. 6 EN. 8 MP.

Levinstrike - A bolt of concentrated magic fires from this unit's hand, striking a target with enough energy and power to make their heart stop beating. 130% Int DMG. May cause Shock. Small chance of Paralysis. 3 cell range. Lightning Elemental. 8 EN. 12 MP.

A-Ability: Item

R-Ability: Adaptable Resistance - While under the effects of Elemental Convergence, this unit gains resistance to that element tree. Resistances gained last for 3 turns and if an ally is the target of an elemental attack, this unit is able to share her resistances with that ally.

S-Ability: Elemental Convergence - This unit has access to a great deal of magical energy and different elements. By using multiple elements, this unit can gain special powers that allow her to continue an onslaught of magic or empower herself or allies.

Fire - Increases Int and Burn chance by 10% for three turns. Stacks up to 2 times. No cooldown.

Ice - Leaves a mist in the air that interferes with many things, including one's resistance to magic. Reduces Spr of enemies within 3 cells of the ability's final location by 20%. 3 turn cooldown.

Light - Burns all enemies for 10% Piercing Int DMG. No cooldown.

Dark - The next attack or ability used does double damage. 2 turn cooldown.

Final Judgement: Era of the Changeling - As one of the Elvennahn, this unit is able to take on most any form. With that, she is able to change her abilities and powers at a moments notice, turning weaknesses into strengths and strengths into weaknesses. When assuming a powerful form, this unit unleashes a myriad of elemental energies that assault the battlefield, destroying anything it comes in contact with. 150% Piercing Elemental Int DMG to any unit within 3 cells. The Element chosen coincides with each individual enemy's weakness. Allows the changing into Forms and Powerful Forms. (Changeling)

Changeling - This unit is capable of changing into many forms, gaining powers and losing others with every shape shift. Basic Forms are limitless and have little effect on the battlefield, but Powerful Forms allow this unit to erase weaknesses and unleash destructive magic. To gate early power, only basic forms are allowed at the moment, with chances to unlock more powerful forms later. Basic Forms will be recorded as they show in battle and in regular play.

Profession: Mechanic - One who knows her way around gears, switches and a whole slew of mechanical constructs. She can create constructs in the middle of a battle with great speed thanks to her strong connection to ore. (Lucky Find)

Lucky Find - When digging up ore and materials, this unit can sometimes find valuables and bring them to the surface.

Grenade - Using her own energy, the user digs material from underground and crafts a bomb from it, throwing it at an enemy shortly after. 120% Atk DMG. Fire Elemental. 3 cell range. 5 EN.

Scattershot - Using her own energy, the user digs material from underground and creates a makeshift shotgun. She can fire immediately after making it. 140% Atk DMG. May cause Bleeding. After using this move once, the user can craft bullets and fire those for half the energy cost. 3 cell range. 8 EN.

Construct: Mini-Turret - Constructs a small turret that can fly and follows this unit around, shooting idly at any enemy that is within range. The construct can be programmed to follow another unit. Turret deals 60% of this unit's Atk DMG. Turret has an HP value of 5 and no defensive stats.

R-Ability: Reactor Core Meltdown - When one of this unit's constructs is destroyed, the construct latches onto the enemy and detonates on them, leaving significant burns behind. Deals 50% Piercing Atk DMG to enemies that destroy a construct.

S-Ability: Efficient Production Value - Great things come when this unit constructs a mechanism, even when using spare parts. All Constructs gain +10 HP and work immediately upon construction.

Final Judgment: Tri-Turret Trigonomics - Lays down three large turrets in a triangular fashion that fire at anything unsavvy enough to walk within their range, riddling enemies with lead bullets. 150% Piercing Atk DMG each. Only affects enemies that are within range of the turrets. The turrets last for 3 turns. Turrets see in a wide 3-cell-length cone directly in front of them.

Profession: Purifier - Magic, the natural forces of nature, turns men and women into weapons that can cause great amounts of destruction. Through a holy ritual, there are those who are born capable of dealing with these threats. A single shout can dispel any magic and a blade of silver cuts through barriers as if they did not exist. (Silver Blade)(Equips: Silver-craft Swords)

Weapon: Silver Dual-Blade - The silver blade can cut through mage barriers and armor alike.Armor: Silver Breastplate - The silver grants extra resilience against magical attacks.Accessory: Hook Supports - A strong support on the back of the boots that helps keep one's place.

A-Ability: Trained Warrior

Hoodwink - Throws the unit's own cape over the target's eyes before stepping behind and thrusting the unit's sword through the target's back. This ability does Critical damage but fails if the target avoids the cape. 120% Atk DMG. Cape-Blind must be applied first and has a higher hit chance against immobile foes. Adjacent cell range.

Cut Above - Jumps up and forward, weaving the sword dangerously through the air and slicing down upon the enemy. This unit jumps up to three cells in any straight direction (not diagonal). Any enemies this unit jumps over takes 80% Atk DMG. This ability refunds part of the energy used if there are no enemies to attack and is counted as a move action. Otherwise this ability is considered a move and act action.

Spoiler:

A-Ability: The Vigil's Test

A-Ability: Magebane

A-Ability: Purifier's Might

R-Ability: Reflect - If this unit is able to see a magical attack going in her direction, she can cut through it and send the projectile back at its source. The countered projectile can be aimed at other enemy units (user input).

S-Ability: Purifier's Shout - She shouts, her voice carrying the might of her powers that destroy the flow of magic in the vicinity. When this ability is cast, any magic being channeled or affecting a unit is immediately dispelled. This ability affects a 3-wide radius around this unit. This ability then goes on cooldown for 2 turns.

Final Judgment: Ragnarock - This unit drops her weapon, spreads her legs wide and holds her arms out, her entire body nearly lined up with the ground. Summoning power to her arms, she collects light particles from the world around her to form a giant sword made entirely of light energy. When the sword is ready, she flips and throws her sword into the ground, causing a giant explosion of light and fire. 150% Piercing Atk DMG. 5 cell range; 3 cell explosion radius. All units hit are Silenced.

Profession: Imka Vestalis - "The Oasis of the Sun" in a foreign tongue. With powerful magic and the light of the sun as a guide, she provides a gentle calm before a battle and brings forth the eye of the storm with a word. She is a shining beacon of hope in the midst of despair. (Dawn)(Equips: Sun Staves)

Weapon: Sun Staff - A staff with a catalyst in the shape of a sun.Armor: Summer Armor - Hard, yet light armor protecting the chest. Effective against physical attacks.Accessory: Daylight Bow - A tie in the hair. It glows a little.

A-Ability: Bubbling Springs

Harmony Bubble - Surrounds an ally with a protective bubble, comprised entirely of light energy, granting them modicums of refreshment throughout the durations. Grants HP Regen to an ally within 4 spaces. ? MP.

Caduceus Blast - Weaves the staff through the air, creating a large burst of light around oneself. Nearby enemies caught in the blast are Stunned. No Damage. 2 cell block radius. ? MP.

R-Ability: Eye of the Storm - After being attacked, this unit creates an area around herself that rapidly restores HP. Restores 100% of this unit's lost HP to all allies within 2 cells over two turns. If this ability is still active, it cannot be triggered again until the original effects fade.

S-Ability: Ray of Light - Use of this ability causes rays of light to shine down from the sky and from this unit, touching all allies. Restores all allies HP by 50% of this unit's Int. This ability goes on cooldown for 2 turns after use.

Sandstorm - She whisks the wind to her will, summoning sand and blistering sun to scorch the earth and skies. Starts a Sandstorm. Sandstorms change how some of this unit's abilities work. It also reduces the effectiveness of Water-based spells and abilities by 20%. Lasts 3 turns. 12 EN; 16 MP.

Whirling Sands - She summons the wind and sand to wrap around her target, the sand becoming like blades and slicing a myriad of minor injuries. 120% Int DMG. 3 cell range. Earth Elemental. 2 EN; 4 MPSandstorm Effect: Blistering Sands - The amound of sand is endless and burns the air as it spins. 140% Int DMG. 4 cell range. Chance of Burn.

R-Ability: Mirage - When Sandstorm is active and the enemy comes into sight of this unit they will see four copies of this unit instead of one, resulting in a 1/4 chance of ever hitting the right unit. Mirages are restored after two turns of being out of sight radius.

Allegro - Quickly, we must all move quickly, she hums. Evasion of allies, including this unit, within 3 cells is increased by 20% passively until the song ends in three turns. Units who leave the sphere of influence lose the bonus evasion. Range: 3 cell radius. Cost: ?

Style Passive: Sphere of Influence - While under this style, units within 3 cells of this unit, including this unit, have their Preview Sight increased by 1.

Style-2: Hidden Blades

Sweeping Cut - She grabs the attacker, avoiding its attack and using their own body to swing around the attacker, cutting a thin hole through their neck. 100% Atk DMG. Avoids the next attack made by the target. Chance of Bleeding. Consecutive use increases chances of failure exponentially. Does not stack with Slippery Target. Range: Adjacent. Cost: ?

Cut Through - She dashes through a target, cutting and stabbing with enough speed to confuse the target. How DID those wounds get there? 100% Atk DMG. 3 hits. Chance of Confusion. Range: 4 cell dash; target must be at least 1-3 cells away. Cost: ?

Style Passive: Slippery Target - No longer just an actress, every bit as flexible as one, and a knack for evasion. While under this style, passively increase evasion by 15%. Evade increases by 5% for every attack dodged. Evasion is reset to the initial bonus if hit.

R-Ability: The Bard's Switch - If this unit is in Lovely Voice Style and is hit by an attack from an adjacent cell, switch this unit to the Hidden Blade style and use Sweeping Cut. The initial attack is dodged instead of the target's next attack.

Card 10: Beautiful Song/Terrible Fate - The song becomes all they hear. It calms, soothes, and refreshes the mind as a gentle warmth comes over them. All allies receive 50% Max HP Healing and all negative status are healed. / The three blades become a hundred, and as she spins and dances about the battlefield, enemies find their bodies riddled with holes made by these hidden blades. 100% Piercing Atk DMG to all enemies. Chance of Bleeding. Style affects which Card 10 is used.